“2×3” math learning game

ABSTRACT

An electronic mathematical education game including a first series of cards to be dealt to a plurality of players containing the result of a mathematical operation, and another series of cards each containing a mathematical operation corresponding to a least one of the results on the first series of cards, whereby one of said series of cards is designated as the set of “answer” cards and a plurality of said answer cards are distributed to the players while the other is designated as the set of “question” cards to be asked serially by a judge, whereupon in each round the players having a correct answer to the displayed question may transfer their matching card to the judge, with the winner being the first player to turn in all of his or her cards to the judge, and whereupon during successive games the sets of question and answer cards are reversed.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to card games as well asteaching and learning aids and tools, and more particularly to amathematical operation learning and practice card game that itinteresting and entertaining to both children and adults.

2. Preliminary Discussion and Discussion of Prior Art

A wide variety of resources and materials are available for teachingfoundation or basic skills such as reading, writing, arithmetic, and thelike, particularly for use by children and young students. Rather thantaking the form of drills or lessons, which are likely to becometiresome and therefore after a short time will be objected to by achild, some of these resources and materials are provided in the form ofa game or other activity that is not only entertaining but also teachesthe particular lesson involved. Examples of games having an educationaland teaching theme include card games, board games, video games, andother game scenarios and activities. The following references areexemplary of these efforts, particularly with respect to mathematicalteaching games including cards.

U.S. Pat. No. 5,242,171 issued to H. Hata on Sep. 7, 1993, entitled“Game Cards for Playing a Game and for Learning Arithmetic”, disclosesan arithmetic teaching game wherein in a basic embodiment a set offorty-five game cards of two different card types is provided. The firsttype comprises 18 cards having one of the numbers 1 to 9 each indicatedon two of such cards, and the second type comprises 27 cards having oneof the numbers 10 to 81 thereon, which numbers are the answers to themultiplication table from 1×1 to 9×9. The cards also have printedthereon the divisors or prime numbers of such number, and pictorialdesignations may be provided on cards with numbers that are multiples of2, 3, 5, and/or 7 to aid young children in understanding the cards.Various games using such cards are proposed. In one game, the cards with1 to 9 are placed in a pile and the cards with 10 to 81 are dealt to theplayers. The dealer exposes two cards, and any player can discard a cardbearing the answer to the number if the two cards are multiplied. Thenone of the exposed cards is discarded, and another is selected. Theplayers can then discard a card bearing the multiplication answer if thenumbers on the two new cards are multiplied, and so on, with the winnerbeing the first player to discard all of his/her cards. This game lacksthe speed or competitive feature of the present Applicant's game,wherein in each round only the player who is the first to recognize theanswer to a mathematical operation problem and who has the correctanswer in his or her set of cards can discard such card.

U.S. Pat. No. 6,341,779 issued to A. Merritt on Jan. 29, 2002, entitled“Mathematical Card and Dice Game”, discloses a combination dice and cardgame wherein a deck of cards is divided into four suits of fifteen cardseach, ten being numbered 1-10 and five having one of the letters “Z”,“E”, “T”, “R”, and “E” thereon, with numerical values such as 11 through15 being assigned to such non-numeric cards. In one game, for eachplayer's turn, the timer is set, and the player rolls three dice. Then,he or she tries to form valid mathematical relationships based on thevalues of the dice, using all three dice at least once and anymathematical operations, and any cards in a player's hand having thecorrect answer to one of such mathematical relationships may be removedfrom the player's hand. For example, if the values 2, 3, and 4 arerolled, a valid relationship would be (2×3)+4=10, so if a player has a“ten” this card can be discarded. If a card is incorrectly discarded,then the incorrect card as well as a penalty card is given to theplayer. Similarly, if a player cannot discard a card, a penalty card isgiven.

U.S. Pat. No. 6,863,275 issued to Chiu et al. on Mar. 8, 2005, entitled“Matching Card Game and Method for Playing the Same”, discloses a cardgame wherein letters or numbers as well as a color bar are placed onindividual playing cards. The cards are dealt to the players, and avisual indicia on the cards is selected to indicate a match betweenselected cards, whereby the matching cards may be discarded. The playerwho discards all of his or her cards first is declared the winner. Suchgame is designed to teach young children to recognize basic elementssuch as individual letters, numbers or colors, not more complexassociations such as mathematical operations.

U.S. Pat. No. 7,220,126 issued to R. C. Glymph on May 22, 2007, entitled“Educational Mathematics Game”, discloses a math game designed to teachbasic concepts involving integers, wherein the game includes a diehaving different math operations and instructions on its faces, a firstset of “players” cards having a subset of cards numbered 1-10, and asecond set of ten “blue” cards numbered 1-10. To play, each player isdealt nine “players” cards, and the “blue” cards are placed face up on atable. Then, the first player rolls the die and a math function or otherinstruction is indicated. Where a math function is indicated, the playermust take a card from his or her hand and place it face up, and a mathproblem resulting from the combination of the “players” card, the “blue”card, and the math function is created. The next player in rotation mustthen lay down two cards that add up to the answer to such problem, or ifhe or she cannot a penalty card is awarded to such player. Playcontinues until one of the players is out of cards, which player is thenconsidered the winner.

U.S. Pat. No. 7,243,919 issued to B. Ringuette on Jul. 17, 2007,entitled “Card Game”, discloses a method of playing a multiplication anddivision card game, wherein a deck of cards each having a numericalvalue on one face is provided. Each player is dealt a set of the cards,and the remaining cards are placed in a discard pile with the top cardface up. The first designated player then selects a play card from hisor her hand having a numerical value that is a multiple or divisor ofthe card face up on the discard pile, which card is similarly thenplaced face up on top of the discard pile. A draw pile is also providedfrom which a player must draw a card if he or she does not have a cardthat is a multiple or divisor of the face up card. Such game steps arerepeated by the players until one player has no cards left, which playeris then declared the winner.

U.S. Patent Application Publication 2006/0170162 to A. Kumar publishedAug. 3, 2006, entitled “Ten0”, discloses a math card game comprised of adeck of 80 operand cards and 12 special cards. Each player is dealt fivecards, and following the operands on the cards the players must add,subtract, multiply and divide with the result staying within a 0 to 100point range.

U.S. Patent Application Publication 2007/0138745 to E. A. Duncanpublished Jun. 21, 2007, entitled “Educational Card Game and RelatedMethods of Use Therefor”, discloses a math card game comprised of a deckof cards divided into four categories of primary cards having an equalnumber of cards, and a fifth secondary category having a lesser numberof cards. The primary cards each have a numerical value thereon, and thesecondary cards are considered “wild cards”. The cards are shuffled anddistributed to the players, and then to start play each player turnsover one of their cards simultaneously. A mathematical rule is thenapplied to the numerical values revealed, and the person giving thecorrect result the fastest wins the round, collecting the other player'scard in such round. Two wild cards are also included, which areautomatically winners. Such game is an accumulation style card game,rather than a shedding style card game, although the first person withthe correct answer in each round is considered the winner of such round.Various other card games using such game cards are also proposed.

U.S. Patent Application Publication 2007/0267817 to Y. Okajima publishedNov. 22, 2007, entitled “Game Tool and Game Method”, discloses amathematical game wherein a plurality of cards having numerical valuesor a mathematical operator on one face and an “equals” sign on theopposite face are divided into groups, and the players must create mathequations using cards of the same group. A standard or rank is appliedto the created equations, and the players are ranked based on suchstandard or rank.

U.S. Patent Application Publication 2008/0284102 to S. Mizrahi publishedNov. 20, 2008, entitled “Numerical Card Games”, discloses severaldifferent card game playing methods wherein generally an arithmeticcorrelation between two cards is defined. A deck of cards containingnumbers such as 1-100, as well as several “wild cards”, is provided. Thecards may also contain markings to identify the type of number on thecard, such as whether the number is a square number or prime number, aswell as other markings or symbols. In general, participants attempt todiscard their hand of cards in response to arithmetic correlations. Inone game, each player is dealt seven cards, and a draw pile and discardpile are provided, with the top card on the discard pile being face up.During play the players can in turn discard one card from their hand ifsuch card has at least one digit in common with the face up card on topof the discard pile, or a single digit card may be discarded upon anyother single digit card. If no card is discarded, such player is givenanother card as a penalty. Various slightly alternative games or gamerules are also disclosed.

Despite such known games, there remains a continued desire for new,different, and exciting educational games that are easy to play andinteresting and entertaining. The present inventor has conceived of sucha new and entertaining card game that is particularly fast moving andsignificantly aids in the learning of quick basic mathematicalcalculations, and can be played by both children and adults as well asmore mature persons including mixed groups.

OBJECTS OF THE INVENTION

An object of the present invention is to provide a mathematicaloperation practice and learning card game that facilitates both learningand remembering mathematical operations and combines both one's skilland knowledge with chance.

It is a still further object of the invention to provide a mathematicaloperation learning and practice game that is easy to play and learn, andwhich is interesting and entertaining to both children and adults of allages.

It is a still further object of the invention to provide a mathematicaloperation learning game that encourages learning basic mathematicaloperations and tables and is both fun and challenging.

It is a still further object of the invention to provide a learning gamethat is not only interesting and competitive, but holds the players'interest for significant periods.

It is a still further object of the invention to provide a card-typegame that will significantly improve the command by persons and familymembers of all ages, but particularly of young persons, of mathematicaloperations.

It is a still further object of the invention to provide a card-typegame that is particularly fast paced and maintains competitive interestof both children and adults.

It is a still further object of the invention to provide a competitivegame that can be beneficial to and facilitate quick recall and use ofbasic mathematical operations.

It is a still further object of the invention to provide a competitivemathematics game that can be played “forward” and “backward” and therebyfurther increase the mathematical skills of the players.

It is a still further object of the invention to provide a competitivemathematics game, which is valuable to learning mathematics functions byboth adults as well as less mature persons.

Still other objects and advantages of the invention will become clearupon review of the following detailed description in conjunction withthe appended drawings.

SUMMARY OF THE INVENTION

A fast-paced card game designed to teach basic mathematical operationssuch as addition, subtraction, multiplication and division is provided,which game is educational and entertaining to children, young students,and adults. The game can be played by between three and eleven players.One person is designated the judge, and is given an answer chartcontaining the correct answers to all of the mathematical equation andoperation questions in the game. In one embodiment, two separate decksof one hundred cards are provided. Each of the cards in the first deckhas on one face a mathematical operation but not the correct numericalresult of such operation, and each of the cards in the second deck hason one face the correct numerical result to a mathematical operation onat least one of the cards in the first deck. For example, the number“18” on one of the cards in the second deck is the correct result to themathematical operation 2×9/6×3/2×9/3×6 on one of the cards in the firstdeck.

Each player is dealt a hand of between 8-15 cards, depending upon thenumber of players. Then, the designated judge will start a timer andturn over or reveal either a math operation “question” from the firstdeck, or a math operation result “question” from the second deck,depending upon which mode of play is selected. The judge will alsopreferably repeat the question verbally. After hearing or viewing the“question”, each player will then as quickly as possible review theirhand of “answer” cards to see if one of these cards contains the correct“answer” to the math “question” being asked. Any player having a cardcontaining the correct “answer” will then as quickly as possible hand orotherwise reveal the card to the judge, attempting to be the firstplayer to reveal such answer. If two or more players have the correctanswer, the player who reveals the answer first wins the round, and thisplayer's “answer” card is placed on the discard pile, while “answer”cards revealed later by other players are returned to those players ortaken back by those players. If the first player to reveal a card to thejudge gives an incorrect “answer”, the other players will have anopportunity to answer the question correctly, until the timer runs out,typically in about ten to fifteen seconds per round. Any player orplayers giving an incorrect answer must take their card back, and inaddition, as a penalty at least two additional “answer” cards are addedto their hand or deck of cards. The first player to dispose of or getrid of all of their assigned “answer” cards is declared the “Winner”. Asa variation of the game, the first and second decks are alternatinglydesignated as the “question” or “answer” cards in consecutive games,which provides a significant amount of mathematical equation learningand practice both in recognizing math operations and equation results.In other embodiments, the game may be provided in an electronic versionssuch as may be played on a computer or mobile device in accordance witha computer program operable to provide the mathematical equationlearning and practice game environment and player options.

BRIEF DESCRIPTION OF THE APPENDED DRAWING

FIG. 1 diagrammatically illustrates one moment of play of the card gameof the present invention being played by six players monitored or led byone judge.

FIGS. 2 a and 2 b illustrate representative front and back surfaces oftwo cards taken from the deck of mathematical operand or operation cardsof the present invention.

FIGS. 3 a and 3 b illustrate representative front and back surfaces oftwo cards taken from the deck of mathematical operation result cards ofthe present invention.

FIG. 4 illustrates other materials and parts including with the game ofthe invention that a “judge” preferably has available as shown in FIG. 1in one embodiment of the “game” of the present invention to aid inexpeditiously regulating play of the game.

FIG. 5 illustrates in expanded form one embodiment of an answer chartavailable for use by the appointed “judge” of the game of the presentinvention.

FIG. 6 illustrates a “table of results” corresponding to a preferredembodiment of the game of the present invention.

FIGS. 7 a-7 n illustrate a mobile device or smartphone showing exemplaryinterfaces associated with the various stages of an electronic versionof game play in accordance with a preferred embodiment of the game ofthe present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following detailed description is of the best mode or modes of theinvention presently contemplated. Such description is not intended to beunderstood in a limiting sense, but to be an example of the inventionpresented solely for illustration thereof, and by reference to which inconnection with the following description and the accompanying drawingsone skilled in the art may be advised of the advantages and constructionof the invention.

As used herein, “mathematical equation” or “function” refers to a fullor completed arithmetic expression such as (5×4=20). In addition, asused herein “mathematical operation” refers to a portion of amathematical equation or function such as (5×4), wherein the numerals“5” and “4” are operands or input quantities for the operation, and “x”is the operator for such operation, which in present example is thesymbol for the multiplication operator to be performed on the operands.In addition, “result of a mathematical operation”, “result of anoperation”, and where appropriate “result” refers herein to the figurethat follows the “equals” sign in a mathematical equation or functionand is the correct numerical outcome of the mathematical operation. Inaddition, as used herein “operand” refers to one of the inputs of amathematical operation or equation, such as “5” and “4” in the aboveexample.

Young children in school have been drilled in mathematical functions andproblems for as long as formal schools have existed so that suchchildren learn to calculate the answers to problems in a functional andefficient manner, for use particularly in commerce and as consumerslater in their lives. Those who have not mastered basic mathematicalfunctions such as addition, subtraction, multiplication and divisionfind themselves at a significant competitive disadvantage when dealingwith others of our society. Several recent developments have tended toslow down the mastering of mathematical equations or functions and causedifficulty when dealing with others. One such development has been thewidespread use of electronic calculators and microcomputers, which arenow used more and more frequently by younger and younger persons. By theuse of such computing device, all the user has to do is to punch in thebasic numerals or operands and the operator sign and the answer willautomatically appear. The procedure is quick, simple and satisfactory tocalculation aficionados. However, there are times when a computingmachine is not available and one wishes to do at least roughcalculations, so to speak, “in one's head”. For example, in tests inschool, in calculating prices and discounts at a store check-out counter(when many persons are hesitant to use a computer that appears to bedouble-checking the check-out register personnel), and last, but notleast, when one suspects that their computer device is “acting up”,which feeling many persons are subject to quite frequently. At all suchtimes as well as other times when the person involved is brought to a“stand still” if they cannot recall basic mathematical functions, theindividual involved experiences one of the more frustrating occurrencesto which the modern so-called “man in the street” may be subject to.Yet, in order for math functions to come instantly and automatically toone's mind when needed, they must be practiced periodically to keep therequired neural pathways quickly and hopefully essentially instantlyavailable for use when necessary.

A second development in recent years is the increasing number of newarrivals to American shores. Such arrivals, if they have already learnedtheir basic mathematical functions, are likely to have littledifficulty, even though the names for such functions as well as thenumbers may be different. However, for those over the age of about sixyears, when one's faculty of picking up new speech patterns begins todecline, the difficulty of picking up new speech or language, plusmemorizing mathematical functions declines to the point where bringingsuch functions easily into memory when needed may take considerableadditional practice and the game of the present invention has been foundto be particularly effective in this regard.

A further development in American schools is that the increasing amountof knowledge which it is thought desirable for children to learn as wellas the background thought that “microcomputers are always available” hastended to decrease the time allotted for the practice and learning ofbasic mathematical operations and functions such as the multiplicationtables and the like. While many young persons learn these operations andfunctions quite thoroughly, a substantial portion do not and it is thesethat the present invention is intended to aid plus providing anenjoyable fast paced game for the entertainment of others, includingentire families and adults, who frequently like to participate either asjudges or players. While the game of the invention therefore may not befor the mathematical “wizard”, most persons will find it bothinteresting and useful in a social setting, particularly where at leastsome school-age persons take part in the game.

The basic principle of the game of the invention in a preferredembodiment is that a plurality of players are provided with, or dealt, aseries of “answer” cards having on one face either a result of amathematical operation in a first mode of play, or a mathematicaloperation in a second mode of play. In addition, a “judge”, who may beappointed in any suitable manner, such as by general agreement,acknowledgement, voting or request by the players and the like, isprovided with a series of “question” cards containing either amathematical operation on one side in said first mode of play, or aresult of a mathematical operation on one side in said second mode ofplay, wherein the mathematical operation result cards contain thecorrect result or answer to at least one of the mathematical operationson such other set or deck of cards. Each of the “question” and “answer”cards also preferably has printed or otherwise displayed on the sideopposite the multiplication operation or result designations decorativematerial such as a mathematical decoration or other decoration. The twosides of either set or deck of cards should not be complementary in thesense that one side shows the operand or mathematical operation orfunction involved and the other side the answer, since the dealt cardswill be examined by the players. During play, the judge will pick up a“question” card from the collection of such cards and display it to theplayers, who presumably having already gone through, or sorted throughtheir hand of “answer” cards, which have been dealt out to them, will beat least somewhat familiar with what they have in their collection ofdealt out cards and will as quickly as possible extract the card whichsets forth the correct answer and display such card to, and preferablyhand it to, the judge or place it in a designated area. The judge willinitially accept for further review for correctness the first cardpresented to him or her from one of the players that states the answerto the original problem that matches, or is the answer, to the problem,which the judge has displayed. It thus should be evident that theplayers may be provided in any one game played with a hand of “answer”cards consisting either of a plurality of cards from the set ofmathematical operation cards, or a plurality of cards from the deck ofmathematical operation result cards, and the judge will in each have andserially display the matching “question” cards.

Speed is essential in turning in or handing the judge a player's cardsetting forth the correct answer, since other players may also havecards that state a correct answer to the operation or problem thatresults in the function which the judge has displayed. For example,where the set of cards including a mathematical operation result areused as the “question” cards, an answer of 24 can result from theoperation of 6×4, 3×8, 2×12, or even 4×6 and the like plus the reverseof each of the uneven enumerative functions. Since the aim of theeducational game, or the way such game may be won, is to be the first toturn in or dispose of all the cards that have been dealt to one, and aplayer may do so simply by disposing of a series of cards in his or hercard pile of dealt cards before any other player disposes of theircards, it is beneficial to dispose of one's cards at every chance onehas before someone else uses the opportunity to dispose of their cardsdisplaying the same answers or answers to different problems having thesame answer. In other words, there may be various combinations ofmultiplicands or the like which provide the answer to the numberdisplayed by the judge, and since the object of the game is to disposeof or divest oneself from one's supply of cards as soon as possiblebefore another player answers and divests him or herself of similarpertinent cards, the players are driven to provide answers as fast aspossible, thereby training the players for quick recall of the answersto various multiplication functions. As mentioned above, it is alsopossible in playing the game of the invention to initially deal out themathematical operation cards stating the problem to the various playersas “question” cards and have the judge display the answer to thematching problem of the operation. While this is somewhat easier, it isalso valuable particularly with those less certain of the relationshipsinvolved such as younger children.

It will be noted that in a basic form of the game, the disposal of cardsis based upon matching mathematical operations displayed by the judgewith answers or results of said operations held by the players and,therefore, is the reverse of the usual memorization of math tables. Thisboth makes the game more difficult and also gives the players morepractice in repeating the particular mathematical operations and fixesthe mathematical relationship more securely in the minds of the players,similar to the fact that learning to go backwards through the alphabetfrom each letter to the previous letter more securely fixes the normalforward order of the alphabet more firmly in mind. Playing the game ofthe invention both ways consecutively and very effectively fixes boththe operations and the results in the minds of the players.

The card game of the present invention has, as will be evident from theabove, been designed to teach basic math skills to those who do notpossess such skills in a simple manner and in a competitive and funenvironment, as well as to improve the memorization and recall skills ofthe players of basic math operations such as addition, subtraction,multiplication, and division. The card game comprises a uniquecombination of skill as well as luck or chance and tests one's knowledgeand speed of recall of such basic math operations, whereby the chancefeature serves as a moderator so that less skilled players will not beintimidated and will have a significant opportunity to be declared thewinner of the game. Typically, those learning basic math operations suchas addition, subtraction, multiplication, and division will be requiredto memorize basic tables, such as the multiplication or times tablesfrom “1×1” to “10×10” or “12×12” or the like. Unfortunately, only a fewstudents are successful in simply studying and memorizing the tables,and therefore will usually learn through completing lessons in aworkbook or the like that requires the students to repeatedly consultthe tables and determine the correct answer to a question. Such lessonsare generally not particularly enjoyable and therefore are not completedproperly or not completed at all by some students. Such drills are,furthermore, not practical under time constraints and thus do notdevelop the rapidity of establishing an answer which is necessary in afast moving world. Furthermore, older students who are not used tostudying or learning may object to traditional schooling techniques. Thepresent inventor's card and learning game therefore fulfills the needfor a compelling and entertaining device or system whereby players ofall ages can either learn for the first time or alternatively reinforcetheir knowledge of basic math operations without or outside of thetraditional school atmosphere. The competitive features of the game aidin sharpening the mathematical skills and speed of computing of theplayers whether they are tyros or even experienced mathematicians. Thegame requires a judge who controls the game, and the game is soconstructed that the judge also practices his or her mathematicalfunctions as well as other skills.

FIG. 1 illustrates diagrammatically one moment in the play of the gameof the invention when played by six players designated as players (a),(b), (c), (d), (e), and (f), and one judge (g) or operator of the gameof the invention, all of whom are positioned around table (t). Each ofthe players (a), (b), (c), (d), (e) and (f) is dealt a plurality ofcards from one of two sets or decks of cards, wherein depending upon themode of play either set can be designated as the set of “question” cardsor the set of “answer” cards. One set or deck of such cards is comprisedof a plurality of mathematical operation cards, having on one surfacetwo or more operands and at least one operator forming a mathematicaloperation, such as (6×8) or (8×6), also referred to herein as“operation” cards, while the other set or deck of such cards includes onone surface the result of at least one mathematical operation, such as(48), also referred to herein as “result” cards. For purposes ofillustration, in FIG. 1 judge (g) has dealt a number of result cards 20to each player (a)-(f) from the shuffled set or deck of result cards. Inaddition, the shuffled set of operation cards 10 contains on one surfaceone or more math operations arranged in a deck and placed face down ontable (t) near judge (g). Judge (g) is also preferably given, as shownin FIG. 1 resting on table (t) near the judge's position, a chart ortable 30 containing all of the correctly completed mathematicalequations comprising the mathematical operations and the results of suchoperations on each of the individual operation and result cards 10 and20, a timing device such as hourglass 40, a red flag 50, a white flag51, and an instruction sheet 60. See also FIG. 4. As will be explainedin greater detail below, the method of play of the present inventionincludes alternative game setups where a plurality of result cards 20are distributed to players (a) to (f), while the operation cards 10 arearranged in a deck by judge (g), and in another preferred method of playoperation and result cards 10 and 20 are alternatively distributed tothe players in consecutive games.

FIGS. 2 a and 2 b illustrate representative front and rear surfaces,respectively, of two cards from the set or deck of operation cards 10 inaccordance with the present invention. The front surface 12 of each ofthe two representative operation cards 10 in FIGS. 2 a and 2 b,designated as 10 a and 10 b, may set forth words, numbers, letters,designs, decorations and other indicia that are appropriate. By way ofexample, provided on front surface 12 of operation cards 10 a and 10 bis the word “Question” in both English and Spanish, as well as a large“X” 13 which is indicative that the question or mathematical operationon the card includes the “times” or “multiplication” operator and thusis a multiplication question. The rear surface 14 of operation cards 10a and 10 b shown in FIG. 2 b also includes any appropriate words,numbers, letters, decorative materials, designs, and other indicia asdesired, and in addition includes at least one mathematical operation15. By way of example, in FIG. 2 b rear surface 14 of card 10 a has themultiplication operation (8×9) thereon, and card 10 b has themultiplication operation (6×4) thereon, preferably centered and providedin a large font. In addition, the respective mathematics operation isspelled out in both English and Spanish on rear surface 14 of cards 10 aand 10 b, and the operation is also repeated in a smaller font along thetop and bottom edges of the card. As will be understood, the particularcontents and other decorative features on the front and rear faces 12and 14 of operation cards 10 may vary significantly depending upon thedesired design plus the operator functions which the card expresses. Forexample, if the mathematical operation on card 10 included the additionoperator instead of the multiplication operator, a large “+” sign wouldreplace the “X” on the front surface 12 of the card.

FIGS. 3 a and 3 b illustrate representative front and rear surfaces,respectively, of two cards from the set or deck of result card 20, inaccordance with the present invention. The front surface 22 of each ofthe representative result cards 20 in FIGS. 3 a and 3 b may containwords, numbers, letters, designs, decorations and other indicia that aredeemed appropriate. By way of example, front surface 22 has the word“Answer” in both English and Spanish printed along the upper and loweredges, and a large “equals” (=) sign or operator 23 centered on thecard, which is indicative that the card is a result card and includesthe “answer” or correct result to a mathematical operation on at leastone of the operation cards 10. The rear surface 24 of the result cards20 may also contain words, numbers, letters, designs, and other indicia,including at least one answer or result 26 to a mathematical operationon at least one of the operation cards 10. By way of example, in FIG. 3b one of the result cards 20 a has the answer or result “4” thereon, andthe other 20 b has the answer or result “6” thereon, which numerals arepreferably centered on rear surface 24 and in a large font. In addition,each card contains the respective numerical result spelled out in bothEnglish and Spanish, and the result is also repeated in a smaller fontalong the top and bottom edges of the card. Although the mathematicaloperations 15 and results 26 on cards 10 and 20 are illustrated bothEnglish and Spanish, it will be understood that such indicia can be in asingle language, a language other than English or Spanish, or in severaldifferent languages, such as French, German, Chinese, etc. Additionally,it will be understood that indicia other than numbers and letters can beused to indicate a number, letter, operation, result, or to convey anyother information to the players. Furthermore, although cards 10 and 20of the game of the present invention are illustrated in the Figures withrespect to learning multiplication, it will also should be readilyevident to those skilled in the art that the present game may be used tolearn other mathematical function, such as addition, subtraction, anddivision, or any combination of two or more of such functions.

It is preferable to the point of almost requirement that the resultcards 20 contain or display only a single answer or result to amathematical operation, since such result should be displayed or broughtforth during the game or in play essentially in a random manner so thatthe players will be forced if they are to act quickly in presentingtheir matching operation card 10 to the judge to previously calculatethe result to the operation shown and then to pick out such card quicklyand present to the judge before another player presents an operationcard 10 having the same answer. This provides incentive for the playerto keep in mind and therefore reinforce his or her memory of the answeror result in order to react quickly in handing in his or her operationcards 10 as quickly and appropriately as possible. In essence, eachplayer will try to visualize the answers or results to each of theoperations in his or her already dealt operation cards 10 and willthereby be forced to at least partially memorize them with the resultand the operation together or closely associated in memory. This is noteasy, and so in everyday life tends to be avoided, but in the stress ofa competitive situation in a game the effort will almost always be made,particularly if the sequence of results presented by the judge israndom, as is required by the selection of results to which theoperation is to be matched which are random from a shuffled deck ofresult cards, or otherwise randomly answered cards are used. It willusually be advantageous for the judge to have available not onlyrandomly arranged or shuffled operation cards, but also answer chart 30(see FIG. 5) containing a list of completed mathematical equations 32arranged in numerical order, with the various possible mathematicaloperations associated with each result being provided for the judges tocorroborate his or her ruling as to whether any given operation willprovide the result in question, or vice versa.

Normally the judge will also have to be quick in calculating the answersfrom the cards also, so that the judge also is given considerablepractice in providing answers to the operations or operations to matchthe results, all practice which particularly the younger segments ofsociety are sadly lacking in the present microcomputer age.

It is also quite important that a limited period be given for theplayers to attempt to supply a mathematical operation or result card forany given answer. Otherwise, the less proficient player will tend to tryto figure out a reasonable operation or result for a given answer ratherthan committing each operation and its result to memory. A stopwatchwith an alarm is therefore of critical importance if the game is tosignificantly increase the mathematical facility of the players.

As will be evident to the more mathematically sophisticated, themathematical operations on set of cards 10 and the corresponding resultsof the operations on matched set of cards 20 can be referred to ascorollary functions since they are technically the same and thereforematched together. In other words, the mathematical equation 10×10=100sets forth two corollary functions which are exactly equal or representan equality.

When the game is played in a manner in which the players are dealt aplurality of result cards 20, and the operation cards 10 are seriallypresented or displayed by the judge and the players compete to present aresult card 20 with the correct answer to the judge, the players willalso usually try to come up in their minds preliminarily with theproblems or operations which could result in the answers on their cards.This “preliminary figuring” also provides a significant amount ofpractice in solving the operations and serves to effectively fix themathematical functions or equations in the players' minds.

Referring now to FIG. 5, as mentioned briefly above there is shown arepresentative answer chart 30 in accordance with the present invention.Answer chart 30 includes all the individual mathematical operations onthe operation cards 10, as well as all of the corresponding result tosuch mathematical operations on result cards 20, although it is notnecessary that there be a “question” card for each of the answers onanswer chart 30. By way of example, chart 30 in FIG. 5 has thereon theresults to the multiplication tables for the integers 1-10, i.e. from“1×1” to “10×10”. Such results may be arranged on answer chart 30individually as sets 32 of mathematical equations 34 in FIG. 5, or maybe provided together in a single table, or in any other suitable format.In other embodiments, the answer chart may contain a greater or lessernumber of equations, depending upon the number or combination of typesof questions. Other indicia, which may be either informational ordecorative, may also be provided on the surfaces of the answer chart. Byway of example, answer chart 30 contains the heading “Answer Chart” 34in both English and Spanish, as well as an “equals” sign (=), which isalso indicative of the card's purpose.

FIG. 4 illustrates several of the other materials and/or game parts thatare included or used with the learning game of the present invention inaddition to sets of operation and result cards 10 and 20. Illustrated inFIG. 4 are answer chart 30 (already discussed above with reference toFIG. 5), timing device 40, flags 50 and 51 and instruction sheet 60.Timing device 40 may be an hourglass or sand timer style timer such asshown in FIGS. 1 and 4, or alternatively may be another suitable type oftiming device such as a mechanical or digital clock, stopwatch or thelike. Flags 50 and 51 are provided for use during game play to indicatevisually to the players when a correct or wrong answer to one of thequestions is given by one of the players, and typically will be used inaddition to a verbal or other indication. Red flag 51, for example, canbe waved very quickly when an incorrect response is given indicating tothe other players that an incorrect response has been given and anyplayer can present his or her answer for evaluation, while white flag 50is waved when a correct answer is given. Flags 50 and 51, plus anaccurate timing device 40 are a great help in operating the progress ofgame of the invention as will be explained below.

The rules and method of the game of the present invention will now beexplained in detail with respect to a preferred mode of play of suchgame. By way of example, the game as explained is intended to be aneffective and efficient aid to learning the multiplication or so-called“times” tables from “1×1” to “10×10”, which times tables are repeated onanswer chart 30, best shown in FIG. 5. In the presently described gameembodiment, as illustrated the “table of results” 70 in FIG. 6 having inthe first column 72 the possible results to the mathematical operationsin the multiplication tables from “1×1” to “10×10”, and in the secondcolumn 74 the number of times such result is repeated in the “1×1” to“10×10” multiplication tables. There are forty-two different possibledifferent results, many of which are repeated multiple times, for atotal of one hundred mathematical result cards. Thus, in the illustratedgame embodiment, there will also preferably be provided one hundredmathematical operation cards corresponding to said one hundred resultcards. In the lower section of the table of results, a second table 78is shown for the times tables from “1×1” to “10×5”, having an accordinglesser number of possible results. As shown in FIGS. 1 and 4,instruction sheet 60 is preferably kept in close proximity to the gameduring play particularly when the judge is fairly new in enumerating theaccepted rules of the game.

In order to initiate game play with the game of the invention, one ofthe players is appointed to act as the Judge, either by turn or viaanother random selection process. Such person will usually set up thegame, with or without the aid of the other players, and is given thedecks of mathematical operation and result cards 10 and 20, one deckserving as the deck of “question” cards and the other deck serving asthe deck of “answer” cards for such game. The judge (g) is also providedwith the “answer chart” 30, timing device 40, and white and red flags 50and 51. Alternatively, as indicated above a judge who does not activelyparticipate in game play may also be appointed, such as a parent oradult when the game is played by a group of children or the like.

The game may be played preferably with between three and eleven players.In the preferred embodiment currently being described, the “Answer”cards are designated as the deck or set of result cards 20, which areshuffled, and then a plurality of such cards is dealt to each of theplayers. While the number of “Answer” cards dealt to each player canvary, it is preferred that if there are two to five players, each playerwill be dealt either ten or fifteen “Answer” cards; if there are six toeight players, each player will be dealt ten “Answer” cards; and ifthere are nine to eleven players, each player will be dealt eight“Answer” cards. The unused “Answer” cards are placed on a table withtheir front surface facing upward. In addition, the deck of “Question”or operation cards 10 is also placed on a table with their front surfacefacing upward, so that the mathematical operations on the back surfaceof the cards are not visible. The Judge will then select a “Question”card and turn it over, and will preferably also place such card on themiddle of the table so that it is visible to all of the players. Inaddition, the Judge will preferably read the mathematical operationaloud, and at the same time activate the timing device. Each of theplayers after seeing or hearing the mathematical operation question willquickly scan his or her hand of “Answer” cards to determine whether anyof such cards contains the correct result to such mathematical operationquestion. Then, any player having the correct result will place such“Answer” card face up on the table or in a designated area as quickly aspossible, preferably within the time period set on the timer device.Since as illustrated in the table of results in FIG. 6 depending uponthe mathematical question, there may be more than one “Answer” cardcontaining the correct result to a mathematical operation question, iftwo or more players have an “Answer” card with a correct numericalresult, the players will essentially race to place such card on thetable or in the discard area, with only the first player to do so beingallowed to discard such card, while the other player or players havingthe correct result must take their “Answer” card back. The Judge willthen confirm whether or not the player has answered the questioncorrectly, and once confirmed the Judge will then continue play byrevealing a new “Question” card.

To ensure and maintain speed and excitement with the game, the timingdevice is preferably set for a relatively short time, preferably lessthan thirty seconds, and more preferably approximately fifteen seconds.If time ends and no players throw or reveal an “Answer” card having thecorrect result to the mathematical operation question, either becausenone of such players has the correct answer card or one or more playersdo not recognize that one of their “answer” cards contains the correctresult, at the end of such time the Judge will preferably pick up orshow the white flag and say verbally “TIME”, indicating that such roundhas ended. The Judge will then repeat the correct answer verbally,referring to the answer chart or table if necessary. Thus, all of theplayers will be informed as to the correct numerical result to eachmathematical operation question regardless of whether any of the playershas an “Answer” card containing the correct result, so that allparticipants can learn such correct answers.

If a player throws down a card having an incorrect result, the Judgewill wait until the timer device has expired, and then give the verbal“TIME” sounding, and then will preferably hold up the red flag, which isindicative that an incorrect answer was given. The Judge will then,referring to the answer chart if necessary, read the correct resultaloud. In addition, the player who threw down the incorrect card musttake back his or her card, and in addition will be further penalized byhaving to also take two or more “Grounded Cards”, which are essentiallythe extra or leftover “Answer” cards. The number of “Grounded Cards” bywhich a player will be penalized for an incorrect answer may be 1, 2, 3,or 4 and will be agreed upon among the player prior to commencing play.As play continues, in each round the players will compete to be thefirst to correctly answer the questions by placing or revealing acorrect “Answer” card. The first player to turn in and thus get rid ofall of his or her cards is declared the winner. If the game is to beplayed by younger students, it may be advantageous to limit the numberof players to no more than four or five in order to maintain interest.Sometimes it will also be advisable to limit the number of cards in playwith younger players in order not to have such younger players feeloverwhelmed. As they become used to the play, the number of cards inplay can be increased.

It will be understood that the number of “Answer” cards dealt to theplayers may be varied, depending upon the number of players, as well asthe number and type of multiplication or other operations being learned.In addition, while in the exemplary embodiment described, the deck of“Answer” cards includes an answer for each “Question” card, the numberof “Question” and “Answer” cards may be different or varied. Inaddition, it is not necessary that every math factor within a range berepresented or represented equally, and in fact some values such as, forexample, 1×1, which may be considered too easy, need not be present inthe deck at all.

In case as was mentioned previously it is desired to play the game inthe reverse order or backwards from the above description, the operationcards 10 will be dealt to the players in appropriate numbers and thejudge will serially display the result cards 20 to the players whereuponthe players will attempt to dispose of their operation cards 10 bymatching such mathematical operations with the result displayed on theresult cards 20 by the judge, the aim of each player being in such“reverse” play to dispose of all their operation cards just as it is theaim of the players to dispose of all their question cards in the forwardmethod of play. As indicated above, if the game play is altered forforward play to reverse play in a “double” game or games played oneafter another, the players will gain additional practice in theirmathematical functions and thus will have even better recall of themathematical functions and equations. It will also likely be found thatsome players will win more frequently with a forward game than otherplayers and different players will win more frequently with a reversegame, providing a faster element of competition to the game and moreinterest overall, although the “chance” mechanism of the game ensuresthat the most mathematically skilled players will not continually winall the time. A scoring method for determining the overall winner ofseveral sequential games, as opposed to the winner if the individualgames, may also be provided. For example, the judge may be provided witha table or the like wherein each of the players is listed in one column,and the rows would contain the number of cards remaining at the end ofeach game for each player. Then, at the end the number of cardsremaining in each round would be totaled for each player, and the playerhaving the fewest number of cards left overall would be declared theoverall winner. If will be evident to those skilled in the art thatother methods for keeping track of the individual scores of the playersand then determining an overall winner may be provided. For example, ahandicap feature based on the age or level of education may also beintroduced into the game, where a younger person may be dealt a fewernumber of cards than an adult or the like, although it is also believedthat the chance feature of the game is in most cases sufficient toprovide a mostly even playing field for all of the players.

In additional embodiments, the card game of the present invention can beplayed through electronic or computerized formats in accordance with acomputer program operable to provide the desired game environment. Forexample, the card game may be played on or through a computer in anembodiment of the invention. In such illustrative embodiment, the gamemay comprise either networked and unnetworked versions of gameplay. Inthe unnetworked version, the game may include a single player mode,where the single player plays against himself, as well as against asingle or plurality of computerized Artificial Intelligence (AI)player(s), which simulate card playing against another or multiple otherplayers.

In additional embodiments, the networked version of the game is similarto the unnetworked version described above, except the player canconnect with other players through the internet using a gaming or socialmedia account to identify himself or herself. In this embodiment, theuse of AI(s) are not necessary for gameplay, as the player can connectwith other human players, although such AI feature is still anenvisioned element of the invention.

In additional embodiments, the game could be played on other types ofelectronic devices other than a computer. For example, the game may beplayed on a smartphone, a personal digital assistant (PDA), a tabletcomputer, or other mobile device and the like. It can additionally beplayed through a gaming console hooked up to a LCD/LED screen, or liketelevision screen. It could also be played on an electronic device whichhas been specifically adapted for the game, like a handheld game playingdevice. It should also be mentioned that embodiments of the inventioninclude the both the unnetworked and networked versions of the game tobe playable on the devices mentioned above, with the networked versionbeing made possible if/when such devices are capable of internetconnectivity. It will be recognized therefore that a computer programwritten to facilitate the play of the present invention may be of avariety of types and include a variety of elements, such as means ofrepresenting the playing environment, including the playing surface,representations of the playing cards, representations of dealing of thecards, representations of the time, means by which a player maycommunicate an intention to accept one or more cards as a possiblecorrect answer, means by which the player is informed whether the answeris correct or incorrect including the display of a colored flag, as wellas level of skill and other playing options offered to the player.

As shown in FIGS. 7 a-7 n, a mobile device namely a smartphone 100showing exemplary interfaces associated with the various stages of anelectronic version of gameplay is illustrated in accordance with apreferred embodiment of the game of the present invention. FIG. 7 adepicts an exemplary startup screen 102 of the game in an electronicformat. As shown, a “Play” button 104 is included, which initiates thestart of a game when pressed. Also included are an “Exit” button 106 toexit the game program. FIG. 7 b shows a subsequent level-select screen108, in which a player is prompted to choose a difficulty of gameplay orgame level. A “Beginner” 110 and an “Advanced” 112 level is included,however additional and/or a wider range of difficulty levels, such as“Intermediate” and/or “Expert” levels may also be included.

FIG. 7 c depicts an exemplary screenshot 114 of a game at itscommencement. As shown, a “Click to Deal” button 114 is included. Thepressing of the “Click to Deal” button 116 initiates the dealing of aplurality of answer game cards. FIG. 7 d illustrates an exemplaryintermediate screen 118 where the answer game cards 120 have been dealtto the player, but prior to the actual dealing of the question gamecard. As shown, a sandclock button 122 appears to alert the player toget ready for the actual dealing of the question card. Once the playeris ready, the player clicks the sandclock button 122 and the game timerbegins.

FIG. 7 e shows an exemplary screen 124 in which game card or questioncard 126 has been dealt and is in play with the timer 128 running. Asshown, the game card 126 in play includes a mathematical equation 130,with various answer choices in the form of dealt cards 120 presentedalongside of the card in play. The player must then decide which answercard to choose, as quickly as possible. FIG. 7 f illustrates ascreenshot 132 of a selected answer choice 134 which comprises one ofthe answer cards 120. Whichever card 120 that is selected as the answer134 by the player gets tabbed over the other answer choices as todifferentiate it from the unchosen answer choice cards 120. As shown inFIG. 7 f, the correct answer choice has been chosen by the player. FIG.7 g illustrates a feedback confirmation screen 136, responding to theanswer choice card selected by the player. As shown, the correct answercard 134 is displayed over the question card 126, and a congratulatorymessage 138 appears, as well as a colored flag 140, which in oneembodiment is green, which confirms the player's correct answer choice134 as chosen and shown in FIG. 7 f.

FIG. 7 h depicts an exemplary intermediary screen 142 prior to the nextgame card being dealt. It may be noted that this screen resembles thescreen depicted in FIG. 7 d, as the upright sandclock button 122 appearsagain, alerting the player to get ready for the next actual dealing ofthe question card. Once the player is ready, the player clicks thesandclock button 122 and the game timer 128 begins. FIG. 7 i depicts ascreenshot 144 of another question card 126 a in play with a timer 128running. Like the screenshot shown in FIG. 7 e, another question card126 a with another mathematical equation 130 a is presented, withvarious remaining answer choice cards 120 presented alongside thequestion card 130 a in play. As shown in screenshot 146 in FIG. 7 j,this time a wrong answer card 148 has been selected, along with amessage 150, as well as a flag 152 having a different color than rightanswer flag 140 shown in FIG. 7 g, and in one embodiment being coloredred. FIG. 7 k is a screenshot 154 which illustrates the penalty forselecting or choosing a wrong answer, namely, the player must keep thewrong answer card 148, and in addition the player is dealt two (2)additional answer cards 145 which get added into the answer choice cards120. FIG. 7 l illustrates an exemplary screenshot 158 of the unchosencorrect answer 160 being pointed out to the player. FIG. 7 m illustratesthe game interface 162 of start of the next iteration of game cardquestions. Similar to the screenshots shown in FIGS. 7 d and 7 h, thesandclock button 122 appears again, alerting the player to get ready forthe next actual dealing of the question card, and a new set of answercards 120 is displayed. Once the player is ready, the player clicks thesandclock button 122 and the game timer 128 begins. FIG. 7 n depictsanother question card 126 b in play with a timer 128 running. Like thescreenshots shown in FIGS. 7 e and 7 i, another question card withanother mathematical equation is presented, with various answer choicecards presented alongside the question card in play. Game play maycontinue until either a certain number of correct answers is provided,but in a preferred embodiment continues until all of the player's answercards 120 are gotten rid of by the player by selecting correctmathematical equation answers. In another embodiment, the mathematicaloperation cards will comprise the answer cards, and the mathematicalnumber cards will comprise the question cards, whereby the players mustselect a correct mathematical operation that results in the displayedmathematical number.

It should also be evident that while the invention has just beendescribed with respect to a game to aid in quick recall of themultiplication or so-called times tables, the same principles can beused for the teaching of other mathematical functions such as learningdivision, powers, multiplication and the like. Nevertheless, it is theteaching of the multiplication tables, which is currently a problem inschools and normal life situations.

While the present invention has been described at some length and withsome particularly with respect to the several described embodiments, itis not intended that it should be limited to any such particulars orembodiments or any particular embodiment, but it is to be construed withreferences to the appended claims so as to provide the broadest possibleinterpretation of such claims in view of the prior art and, therefore,to effectively encompass the intended scope of the invention.

In addition, while various embodiments of methods for playing a cardgame, as well as decks of cards constructed according to the principlesdisclosed herein, have been described above, it should be understoodthat they have been presented by way of example only, and notlimitation. Thus, the breadth and scope of the invention(s) should notbe limited by any of the above-described exemplary embodiments, butshould be defined only in accordance with the following claims and theirequivalents. Moreover, the above advantages and features are provided indescribed embodiments, but shall not limit the application of the claimsto processes and structures accomplishing any or all of the aboveadvantages.

Additionally, the section headings herein are provided for consistencywith the suggestions under 37 CFR 1.77 or otherwise to provideorganizational cues. These headings shall not limit or characterize theinvention(s) set out in any claims that may issue from this disclosure.Specifically and by way of example, although the headings refer to a“Technical Field,” the claims should not be limited by the languagechosen under this heading to describe the so-called technical field.Further, a description of a technology in the “Background” is not to beconstrued as an admission that technology is prior art to anyinvention(s) in this disclosure. Neither is the “Brief Summary” to beconsidered as a characterization of the invention(s) set forth in theclaims found herein. Furthermore, any reference in this disclosure to“invention” in the singular should not be used to argue that there isonly a single point of novelty claimed in this disclosure. Multipleinventions may be set forth according to the limitations of the multipleclaims associated with this disclosure, and the claims accordinglydefine the invention(s), and their equivalents, that are protectedthereby. In all instances, the scope of the claims shall be consideredon their own merits in light of the specification, but should not beconstrained by the headings set forth herein.

I claim:
 1. A math operation practice and learning game comprising: (a)a first set of cards each having at least one mathematical operationquestion thereon; (b) a second set of cards each having at least onemathematical operation answer thereon that corresponds to at least onemathematical operation question on one of the cards in the first set ofcards; (c) a chart containing a list of the math operation answers whichcorrespond to the math operation questions in the first set of cards;(d) a timer device; (e) a first flag having a first unique indiciathereon and being useable during game play to indicate when no cards inthe second set of cards having a correct mathematical operation answerto a mathematical answer question on one of the first set of cards havebeen presented, and (f) a second flag having a second unique indiciathereon and being useable during game play to indicate when an incorrectanswer to a mathematical operation question on a card in the first setof cards has been given, wherein the object of the game is to be thefirst player to discard all of his or her cards in the second set ofcards.
 2. The math operation teaching game of claim 1 wherein saidmathematical operation questions on said first set of cards are takenfrom the group consisting of addition, subtraction, multiplication anddivision.
 3. The math operation teaching game of claim 2 wherein saidmathematical operation questions on the first set of cards are relatedto multiplication.
 4. The math operation teaching game of claim 2wherein said mathematical operation questions are related to division.5. The math operation teaching game of claim 2 wherein said mathematicalfunctions are related to addition.
 6. The math operation teaching gameof claim 2 wherein said questions on the cards are related tosubtraction.